2004
DOI: 10.1080/15252019.2004.10722092
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The Effect of Billboards within the Gaming Environment

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Cited by 107 publications
(84 citation statements)
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“…More recently, Chaney, Lin, and Chaney (2004) found that participants playing a first-person shooter game recalled going past billboards in the game, but they had little memory for brands-or even for the product category-on the billboard. Similarly, Grigorovici and Constantin (2004) found a complex relationship among the type of placement (billboard versus the actual object), the players' immersion in the game, how arousing the game was, and brand recall.…”
Section: The Effect Of Brand Placements On Memorymentioning
confidence: 99%
“…More recently, Chaney, Lin, and Chaney (2004) found that participants playing a first-person shooter game recalled going past billboards in the game, but they had little memory for brands-or even for the product category-on the billboard. Similarly, Grigorovici and Constantin (2004) found a complex relationship among the type of placement (billboard versus the actual object), the players' immersion in the game, how arousing the game was, and brand recall.…”
Section: The Effect Of Brand Placements On Memorymentioning
confidence: 99%
“…There are other instruments to explore the motivation of players that are created as independent of a particular type of game (Ryan, Rigby and Przybylski 2006). The third limitation may relate to the use of the game in which 37 brands appear for the research, which is far more than it was the case in other studies (Chaney, Lin, Chaney, 2004;Yang, Roskos-Ewoldsen, Dinu, Arpan, 2006). It should also be taken into account that the research was not conducted under controlled conditions and that a large number of players have a longer experience in playing the game used in the research.…”
Section: Discussionmentioning
confidence: 87%
“…A bit higher distraction effects on implicit memory appear when it comes to familiar brands, while, on the other hand, unfamiliar brands bring more attention which annuls sensory distraction (Choi et al, 2013). Chaney, Lin and Chaney (2004) found out that, in case of first-person shooting games, players could remember seeing virtual billboards in the game, but were not able to recall most of brands or product categories displayed on billboards which could be explained with interactive nature of video games that affects the ability of players to perceive advertising messages. But, as Yang et al (2006) noted, it should be considered that product placement in interactive video games generates effects not only on explicit, but also on implicit memory, which indicates that even though players could not explicitly recall brands embedded in video games, they store that information in implicit memory and can use it in future when making purchasing decisions.…”
Section: The Effectiveness Of Product Placement In Computer and Videomentioning
confidence: 99%
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“…[24][25][26] On the other hand, gamers who are not interested or less involved in the game may pay little attention to the game and the in-game advertisements. This suggests that the relationship between gamers' involvement and the extent of recall and recognition is an inverted U-shaped curve with gamers at the extreme ends of high and low involvement producing lower recall and recognition rates of in-game advertisements than gamers who are moderately involved in the game.…”
Section: Gamers Are Also Consumersmentioning
confidence: 99%